]> Untitled Git - catris.git/blobdiff - script/board.gd
Pressing down now moves piece to bottom
[catris.git] / script / board.gd
index 2e90425247b3dd9d6f75842c03f14467cbba98a5..4e7e80236619c75f66d35b19197f5213a27b2a2d 100644 (file)
@@ -44,8 +44,11 @@ func _input(event: InputEvent) -> void:
                        _player_piece.rotate_left()
                        print(_player_piece.to_string())
 
-       if event.is_action("player_down"):
-               _move(Vector2i(0, 1))
+       if event.is_action_pressed("player_down"):
+               # move piece to bottom 
+               var b := true
+               while b:
+                       b = _move(Vector2i(0, 1))
 
 
 func _add_player_piece():
@@ -64,7 +67,8 @@ func _add_player_piece():
        added_piece.emit()
 
 
-func _move(v: Vector2i):
+# returns TRUE if piece can move more, FALSE if end state 
+func _move(v: Vector2i) -> bool:
        assert(_player_piece != null, "Player piece must not be null")
        
        var new_player_position: Vector2i = _player_position + v
@@ -74,13 +78,13 @@ func _move(v: Vector2i):
                pos += new_player_position
                if pos.x < 0 or pos.x >= _grid_final_x_row:
                        # ignore input that moves beyond lateral boundaries
-                       return
+                       return false
                
                if _is_grid_position_taken(pos):
                        # if movement is vertical and blocked, then we're done
                        if v.y != 0:
                                end_round.emit()
-                       return
+                       return false
                        
        # update player position
        _player_position = new_player_position
@@ -92,16 +96,20 @@ func _move(v: Vector2i):
                pos += _player_position
                if (pos.y >= _grid_final_y_row - 1):
                        end_round.emit()
+                       return false
+       
+       return true
 
 
 func _on_end_round():
+               # disconnect player controls from current piece
+               var piece: Piece = _player_piece
+               _player_piece = null
+               
                # fill in collision grid with piece cells
-               for pos: Vector2i in _player_piece.get_cell_grid():
+               for pos: Vector2i in piece.get_cell_grid():
                        pos += _player_position
                        _set_grid_position(pos, true)
-
-               # disconnect player controls from current piece
-               _player_piece = null
                
                # now start a new round
                _on_turn_timer_timeout()